import React, { useEffect, useRef } from 'react'
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";

console.clear();
const Three = () => {
  const myref = useRef<any>(null)
  useEffect(() => {
    let innerWidth = window.innerWidth
    let innerHeight = window.innerHeight
    // 场景
    let scene = new THREE.Scene();
    scene.background = new THREE.Color(0x160016);
    // 透视相机
    let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
    camera.position.set(0, 4, 21);
    // WebGL渲染器常量
    let renderer = new THREE.WebGLRenderer();
    renderer.setSize(innerWidth, innerHeight);
    //添加到页面中
    myref.current.appendChild(renderer.domElement);
    //大小
    window.addEventListener("resize", event => {
      camera.aspect = innerWidth / innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(innerWidth, innerHeight);
    })
    // 轨道控制器
    let controls = new OrbitControls(camera, renderer.domElement);
    controls.enableDamping = true;
    controls.enablePan = false;

    let gu = {
      time: { value: 0 }
    }

    let sizes: any[] = [];
    let shift: any[] = [];
    let pushShift = () => {
      shift.push(
        Math.random() * Math.PI,
        Math.random() * Math.PI * 2,
        (Math.random() * 0.9 + 0.1) * Math.PI * 0.1,
        Math.random() * 0.9 + 0.1
      );
    }
    //内圈的数量
    let pts = new Array(50000).fill(sizes).map(p => {
      sizes.push(Math.random() * 1.5 + 0.5);
      pushShift();
      return new THREE.Vector3().randomDirection().multiplyScalar(Math.random() * 0.5 + 9.5);
    })
    //外圈的数量
    for (let i = 0; i < 100000; i++) {
      let r = 10, R = 40;
      let rand = Math.pow(Math.random(), 1.5);
      let radius = Math.sqrt(R * R * rand + (1 - rand) * r * r);
      pts.push(new THREE.Vector3().setFromCylindricalCoords(radius, Math.random() * 2 * Math.PI, (Math.random() - 0.5) * 2));
      sizes.push(Math.random() * 1.5 + 0.5);
      pushShift();
    }

    let g = new THREE.BufferGeometry().setFromPoints(pts);
    g.setAttribute("sizes", new THREE.Float32BufferAttribute(sizes, 1));
    g.setAttribute("shift", new THREE.Float32BufferAttribute(shift, 4));
    let m = new THREE.PointsMaterial({
      size: 0.125,
      transparent: true,
      depthTest: false,
      blending: THREE.AdditiveBlending,
      // onBeforeCompile: (shader: { uniforms: { time: { value: number; }; }; vertexShader: string; fragmentShader: string; }) => {
      //   shader.uniforms.time = gu.time;
      //   shader.vertexShader = `
      //     uniform float time;
      //     attribute float sizes;
      //     attribute vec4 shift;
      //     varying vec3 vColor;
      //     ${shader.vertexShader}
      //   `.replace(
      //     `gl_PointSize = size;`,
      //     `gl_PointSize = size * sizes;`
      //   ).replace(
      //     `#include <color_vertex>`,
      //     `#include <color_vertex>
      //       float d = length(abs(position) / vec3(40., 10., 40));
      //       d = clamp(d, 0., 1.);
      //       vColor = mix(vec3(227., 155., 0.), vec3(100., 50., 255.), d) / 255.;
      //     `
      //   ).replace(
      //     `#include <begin_vertex>`,
      //     `#include <begin_vertex>
      //       float t = time;
      //       float moveT = mod(shift.x + shift.z * t, PI2);
      //       float moveS = mod(shift.y + shift.z * t, PI2);
      //       transformed += vec3(cos(moveS) * sin(moveT), cos(moveT), sin(moveS) * sin(moveT)) * shift.w;
      //     `
      //   );
      //   //console.log(shader.vertexShader);
      //   shader.fragmentShader = `
      //     varying vec3 vColor;
      //     ${shader.fragmentShader}
      //   `.replace(
      //     `#include <clipping_planes_fragment>`,
      //     `#include <clipping_planes_fragment>
      //       float d = length(gl_PointCoord.xy - 0.5);
      //       //if (d > 0.5) discard;
      //     `
      //   ).replace(
      //     `vec4 diffuseColor = vec4( diffuse, opacity );`,
      //     `vec4 diffuseColor = vec4( vColor, smoothstep(0.5, 0.1, d)/* * 0.5 + 0.5*/ );`
      //   );
      //   //console.log(shader.fragmentShader);
      // }
    });
    let p = new THREE.Points(g, m);
    p.rotation.order = "ZYX";
    p.rotation.z = 0.2;
    scene.add(p)

    let clock = new THREE.Clock();

    renderer.setAnimationLoop(() => {
      controls.update();
      let t = clock.getElapsedTime() * 0.5;
      gu.time.value = t * Math.PI;
      p.rotation.y = t * 0.05;
      renderer.render(scene, camera);
    });
  }, [])
  return (
    <div className='myThree' ref={myref}></div>
  )
}
export default Three
